Fix return type of shadow2D/sampler_compare (#1066)
* GL Renderer, OSX, no swap chain: Bind back buffer fbo ready for NSOpenGLContext flushBuffer * Support for high precision Metal texture samplers. * Fix return type of shadow2D/sampler_compare
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@ -1282,6 +1282,12 @@ void ir_print_metal_visitor::visit(ir_texture *ir)
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sampler_uv_dim += 1;
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const bool is_proj = (uv_dim > sampler_uv_dim) && !is_array;
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// Construct as the expected return type of shadow2D as sample_compare returns a scalar
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if (is_shadow)
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{
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buffer.asprintf_append("float4(");
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}
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// texture name & call to sample
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ir->sampler->accept(this);
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if (is_shadow)
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@ -1345,6 +1351,12 @@ void ir_print_metal_visitor::visit(ir_texture *ir)
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//@TODO: pixel offsets
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buffer.asprintf_append (")");
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// Close float4 cast
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if (is_shadow)
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{
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buffer.asprintf_append(")");
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}
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}
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